use windows::Win32::Graphics::Direct3D12::*;
use windows::Win32::Graphics::Dxgi::Common::*;
use super::com;
use crate::directx::slang_builtins::SlangCompile;
pub(super) fn serialize_and_create_root_sig(
device: &ID3D12Device,
params: &[D3D12_ROOT_PARAMETER],
label: &str,
) -> Result<ID3D12RootSignature, String> {
let desc = D3D12_ROOT_SIGNATURE_DESC {
NumParameters: params.len() as u32,
pParameters: params.as_ptr(),
Flags: D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
..Default::default()
};
serialize_desc_and_create(device, &desc, label)
}
pub(super) fn serialize_desc_and_create(
device: &ID3D12Device,
desc: &D3D12_ROOT_SIGNATURE_DESC,
label: &str,
) -> Result<ID3D12RootSignature, String> {
let mut blob: Option<windows::Win32::Graphics::Direct3D::ID3DBlob> = None;
let mut error: Option<windows::Win32::Graphics::Direct3D::ID3DBlob> = None;
unsafe {
windows::Win32::Graphics::Direct3D12::D3D12SerializeRootSignature(
desc,
windows::Win32::Graphics::Direct3D12::D3D_ROOT_SIGNATURE_VERSION_1,
&mut blob,
Some(&mut error),
)
}
.map_err(|e| {
let msg = error
.as_ref()
.map(|b| {
let p = unsafe { b.GetBufferPointer() } as *const u8;
let n = unsafe { b.GetBufferSize() };
String::from_utf8_lossy(unsafe { std::slice::from_raw_parts(p, n) }).into_owned()
})
.unwrap_or_default();
format!("serialize {label}: {e} {msg}")
})?;
let b = blob.ok_or_else(|| format!("{label}: no blob after serialize"))?;
let ptr = unsafe { b.GetBufferPointer() };
let len = unsafe { b.GetBufferSize() };
let sig_bytes = unsafe { std::slice::from_raw_parts(ptr as *const u8, len) };
unsafe { device.CreateRootSignature(0, sig_bytes) }.map_err(|e| format!("create {label}: {e}"))
}
pub(super) fn main_input_layout() -> Vec<D3D12_INPUT_ELEMENT_DESC> {
vec![
D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("POSITION"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32B32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 0,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("NORMAL"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32B32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 12,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("TANGENT"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32B32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 24,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("COLOR"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32B32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 36,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("TEXCOORD"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 48,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
]
}
pub(super) fn skinned_input_layout() -> Vec<D3D12_INPUT_ELEMENT_DESC> {
let mut layout = main_input_layout();
layout.push(D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("BLENDINDICES"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R16G16B16A16_UINT,
InputSlot: 0,
AlignedByteOffset: 56,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
});
layout.push(D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("BLENDWEIGHT"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32B32A32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 64,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
});
layout
}
fn text_input_layout() -> Vec<D3D12_INPUT_ELEMENT_DESC> {
vec![
D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("POSITION"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 0,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("TEXCOORD"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 8,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("COLOR"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32G32B32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 16,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: windows::core::s!("MODE"),
SemanticIndex: 0,
Format: DXGI_FORMAT_R32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 28,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
]
}
pub(super) fn compile_composite_shaders(hot_reload: bool) -> Result<(Vec<u8>, Vec<u8>), String> {
let vs = super::slang_builtins::FULLSCREEN_VERT.compile(hot_reload)?;
let ps = super::slang_builtins::COMPOSITE_FRAG.compile(hot_reload)?;
Ok((vs, ps))
}
pub(super) const COMPOSITE_ROOT_CONSTANTS: u32 =
(std::mem::size_of::<crate::gfx::render_types::CompositeParams>() / 4) as u32;
pub(super) fn create_composite_root_signature(
device: &ID3D12Device,
) -> Result<ID3D12RootSignature, String> {
let scene_range = D3D12_DESCRIPTOR_RANGE {
RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
NumDescriptors: 1,
BaseShaderRegister: 0, RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
};
let bloom_range = D3D12_DESCRIPTOR_RANGE {
RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
NumDescriptors: 1,
BaseShaderRegister: 1, RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
};
let lut_range = D3D12_DESCRIPTOR_RANGE {
RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
NumDescriptors: 1,
BaseShaderRegister: 2, RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
};
let channel_ranges = [3u32, 4, 5].map(|reg| D3D12_DESCRIPTOR_RANGE {
RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
NumDescriptors: 1,
BaseShaderRegister: reg,
RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
});
let params = [
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &scene_range,
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &bloom_range,
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS,
Anonymous: D3D12_ROOT_PARAMETER_0 {
Constants: D3D12_ROOT_CONSTANTS {
ShaderRegister: 0,
RegisterSpace: 0,
Num32BitValues: COMPOSITE_ROOT_CONSTANTS,
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &lut_range,
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &channel_ranges[0],
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &channel_ranges[1],
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &channel_ranges[2],
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
];
let static_samplers = [0u32, 1, 2, 3, 4, 5].map(|reg| D3D12_STATIC_SAMPLER_DESC {
Filter: D3D12_FILTER_MIN_MAG_MIP_LINEAR,
AddressU: D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
AddressV: D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
AddressW: D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
ComparisonFunc: D3D12_COMPARISON_FUNC_ALWAYS,
BorderColor: D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
MinLOD: 0.0,
MaxLOD: f32::MAX,
ShaderRegister: reg,
RegisterSpace: 0,
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
..Default::default()
});
let desc = D3D12_ROOT_SIGNATURE_DESC {
NumParameters: params.len() as u32,
pParameters: params.as_ptr(),
NumStaticSamplers: static_samplers.len() as u32,
pStaticSamplers: static_samplers.as_ptr(),
Flags: D3D12_ROOT_SIGNATURE_FLAG_NONE,
};
serialize_desc_and_create(device, &desc, "composite root sig")
}
pub(super) fn create_composite_pso(
device: &ID3D12Device,
root_sig: &ID3D12RootSignature,
vs: &[u8],
ps: &[u8],
rtv_format: DXGI_FORMAT,
) -> Result<ID3D12PipelineState, String> {
let pso_desc = D3D12_GRAPHICS_PIPELINE_STATE_DESC {
pRootSignature: com::borrowed(root_sig),
VS: D3D12_SHADER_BYTECODE {
pShaderBytecode: vs.as_ptr() as _,
BytecodeLength: vs.len(),
},
PS: D3D12_SHADER_BYTECODE {
pShaderBytecode: ps.as_ptr() as _,
BytecodeLength: ps.len(),
},
PrimitiveTopologyType: D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
NumRenderTargets: 1,
RTVFormats: {
let mut a = [DXGI_FORMAT_UNKNOWN; 8];
a[0] = rtv_format;
a
},
DSVFormat: DXGI_FORMAT_UNKNOWN,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
SampleMask: u32::MAX,
RasterizerState: D3D12_RASTERIZER_DESC {
FillMode: D3D12_FILL_MODE_SOLID,
CullMode: D3D12_CULL_MODE_NONE,
FrontCounterClockwise: true.into(),
DepthClipEnable: true.into(),
..Default::default()
},
DepthStencilState: D3D12_DEPTH_STENCIL_DESC {
DepthEnable: false.into(),
DepthWriteMask: D3D12_DEPTH_WRITE_MASK_ZERO,
DepthFunc: D3D12_COMPARISON_FUNC_ALWAYS,
StencilEnable: false.into(),
..Default::default()
},
BlendState: D3D12_BLEND_DESC {
RenderTarget: {
let mut arr = [D3D12_RENDER_TARGET_BLEND_DESC::default(); 8];
arr[0] = D3D12_RENDER_TARGET_BLEND_DESC {
BlendEnable: false.into(),
RenderTargetWriteMask: D3D12_COLOR_WRITE_ENABLE_ALL.0 as u8,
..Default::default()
};
arr
},
..Default::default()
},
..Default::default()
};
unsafe { crate::directx::pso_library::create_graphics(device, &pso_desc) }
.map_err(|e| format!("create composite PSO: {e}"))
}
pub(super) fn compile_text_shaders(hot_reload: bool) -> Result<(Vec<u8>, Vec<u8>), String> {
let text_vs = super::slang_builtins::TEXT_VERT.compile(hot_reload)?;
let text_ps = super::slang_builtins::TEXT_FRAG.compile(hot_reload)?;
Ok((text_vs, text_ps))
}
pub(super) fn create_text_root_signature(
device: &ID3D12Device,
) -> Result<ID3D12RootSignature, String> {
let atlas_srv_range = D3D12_DESCRIPTOR_RANGE {
RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
NumDescriptors: 1,
BaseShaderRegister: 0, RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
};
let text_sampler_range = D3D12_DESCRIPTOR_RANGE {
RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
NumDescriptors: 1,
BaseShaderRegister: 0, RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND,
};
let params = [
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS,
Anonymous: D3D12_ROOT_PARAMETER_0 {
Constants: D3D12_ROOT_CONSTANTS {
ShaderRegister: 0,
RegisterSpace: 0,
Num32BitValues: 4,
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_VERTEX,
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &atlas_srv_range,
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
Anonymous: D3D12_ROOT_PARAMETER_0 {
DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
NumDescriptorRanges: 1,
pDescriptorRanges: &text_sampler_range,
},
},
ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
},
];
serialize_and_create_root_sig(device, ¶ms, "text root sig")
}
pub(super) fn create_text_pso(
device: &ID3D12Device,
root_sig: &ID3D12RootSignature,
vs: &[u8],
ps: &[u8],
rtv_format: DXGI_FORMAT,
sample_count: u32,
) -> Result<ID3D12PipelineState, String> {
let layout = text_input_layout();
let pso_desc = D3D12_GRAPHICS_PIPELINE_STATE_DESC {
pRootSignature: com::borrowed(root_sig),
VS: D3D12_SHADER_BYTECODE {
pShaderBytecode: vs.as_ptr() as _,
BytecodeLength: vs.len(),
},
PS: D3D12_SHADER_BYTECODE {
pShaderBytecode: ps.as_ptr() as _,
BytecodeLength: ps.len(),
},
InputLayout: D3D12_INPUT_LAYOUT_DESC {
pInputElementDescs: layout.as_ptr(),
NumElements: layout.len() as u32,
},
PrimitiveTopologyType: D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
NumRenderTargets: 1,
RTVFormats: {
let mut a = [DXGI_FORMAT_UNKNOWN; 8];
a[0] = rtv_format;
a
},
DSVFormat: DXGI_FORMAT_UNKNOWN,
SampleDesc: DXGI_SAMPLE_DESC {
Count: sample_count,
Quality: 0,
},
SampleMask: u32::MAX,
RasterizerState: D3D12_RASTERIZER_DESC {
FillMode: D3D12_FILL_MODE_SOLID,
CullMode: D3D12_CULL_MODE_NONE,
FrontCounterClockwise: true.into(),
DepthClipEnable: true.into(),
..Default::default()
},
DepthStencilState: D3D12_DEPTH_STENCIL_DESC {
DepthEnable: false.into(),
DepthWriteMask: D3D12_DEPTH_WRITE_MASK_ZERO,
DepthFunc: D3D12_COMPARISON_FUNC_ALWAYS,
StencilEnable: false.into(),
..Default::default()
},
BlendState: D3D12_BLEND_DESC {
RenderTarget: {
let mut arr = [D3D12_RENDER_TARGET_BLEND_DESC::default(); 8];
arr[0] = D3D12_RENDER_TARGET_BLEND_DESC {
BlendEnable: true.into(),
SrcBlend: D3D12_BLEND_SRC_ALPHA,
DestBlend: D3D12_BLEND_INV_SRC_ALPHA,
BlendOp: D3D12_BLEND_OP_ADD,
SrcBlendAlpha: D3D12_BLEND_SRC_ALPHA,
DestBlendAlpha: D3D12_BLEND_INV_SRC_ALPHA,
BlendOpAlpha: D3D12_BLEND_OP_ADD,
RenderTargetWriteMask: D3D12_COLOR_WRITE_ENABLE_ALL.0 as u8,
..Default::default()
};
arr
},
..Default::default()
},
..Default::default()
};
unsafe { crate::directx::pso_library::create_graphics(device, &pso_desc) }
.map_err(|e| format!("create text PSO: {e}"))
}